Showing the changes to libraries/render-utils/src/DeferredFramebuffer.cpp (1 of 29 files). Show all
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| @@ -43,8 +43,8 @@ void DeferredFramebuffer::updatePrimaryDepth(const gpu::TexturePointer& depthBuf · 42 unmodified lines | |||
| 43 | 43 | ||
| 44 | void DeferredFramebuffer::allocate() { | 44 | void DeferredFramebuffer::allocate() { |
| 45 | 45 | ||
| 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | 46 | _deferredFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("deferred")); |
| 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create()); | 47 | _deferredFramebufferDepthColor = gpu::FramebufferPointer(gpu::Framebuffer::create("deferredDepthColor")); |
| 48 | 48 | ||
| 49 | auto colorFormat = gpu::Element::COLOR_SRGBA_32; | 49 | auto colorFormat = gpu::Element::COLOR_SRGBA_32; |
| 50 | auto linearFormat = gpu::Element::COLOR_RGBA_32; | 50 | auto linearFormat = gpu::Element::COLOR_RGBA_32; |
| @@ -54,11 +54,8 @@ void DeferredFramebuffer::allocate() { · 3 unmodified lines | |||
| 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); | 54 | auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_POINT); |
| 55 | 55 | ||
| 56 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | 56 | _deferredColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); |
| 57 | _deferredColorTexture->setSource("DeferredFramebuffer::_deferredColorTexture"); | ||
| 58 | _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler)); | 57 | _deferredNormalTexture = gpu::TexturePointer(gpu::Texture::create2D(linearFormat, width, height, defaultSampler)); |
| 59 | _deferredNormalTexture->setSource("DeferredFramebuffer::_deferredNormalTexture"); | ||
| 60 | _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); | 58 | _deferredSpecularTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler)); |
| 61 | _deferredSpecularTexture->setSource("DeferredFramebuffer::_deferredSpecularTexture"); | ||
| 62 | 59 | ||
| 63 | _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture); | 60 | _deferredFramebuffer->setRenderBuffer(0, _deferredColorTexture); |
| 64 | _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture); | 61 | _deferredFramebuffer->setRenderBuffer(1, _deferredNormalTexture); |
| @@ -69,7 +66,6 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines | |||
| 69 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format | 66 | auto depthFormat = gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::DEPTH_STENCIL); // Depth24_Stencil8 texel format |
| 70 | if (!_primaryDepthTexture) { | 67 | if (!_primaryDepthTexture) { |
| 71 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); | 68 | _primaryDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler)); |
| 72 | _primaryDepthTexture->setSource("DeferredFramebuffer::_primaryDepthTexture"); | ||
| 73 | } | 69 | } |
| 74 | 70 | ||
| 75 | _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | 71 | _deferredFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); |
| @@ -80,8 +76,7 @@ void DeferredFramebuffer::allocate() { · 4 unmodified lines | |||
| 80 | auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); | 76 | auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR); |
| 81 | 77 | ||
| 82 | _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler)); | 78 | _lightingTexture = gpu::TexturePointer(gpu::Texture::create2D(gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::R11G11B10), width, height, defaultSampler)); |
| 83 | _lightingTexture->setSource("DeferredFramebuffer::_lightingTexture"); | 79 | _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("lighting")); |
| 84 | _lightingFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create()); | ||
| 85 | _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); | 80 | _lightingFramebuffer->setRenderBuffer(0, _lightingTexture); |
| 86 | _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); | 81 | _lightingFramebuffer->setDepthStencilBuffer(_primaryDepthTexture, depthFormat); |
| 87 | 82 | ||